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[VIG#R-01] Testing Ground: The Core Modules
The first report of the Vigilum project. Here, I'll be sharing with you all the systems the game will have, explaining a bit more about the Cosmic Framework Tech Demo, basically, a testing ground.
DEVLOGSVIGILUM
3/8/20262 min read


Welcome to the first official report for the Vigilum project! (At least on this website). I say that because I've published updates before, in my Patreon blog. All those posts were archived and turned into [LEGACY]. I don't want to delete that which is my story, so I'm leaving them online. After all, it's my previous work! But this devlog, and the ones to come, are not just about sharing a generic 'status update'; Vigilum itself is nothing more but a Testing ground for the Cosmic Framework. A custom Modular Event-driven C# Framework for the Unity Engine.
I’m treating this demo as a proper testing ground, implementing and refining several core systems simultaneously to ensure everything works together before I expand further. Here’s a look at the key modules I have active and am testing right now:
Active Modules Under Test
The backbone of this demonstration relies on several interdependent systems managed within the framework's module structure:
Characters & Entities: I am testing the fundamental logic governing both the player controller and non-player actors (like potential enemies or NPCs).
Detection & AI: Essential for survival horror, this module manages perception logic—how entities see, hear, or otherwise detect the player—and defines their reaction behaviors.
Events & Interaction: These systems are critical for gameplay flow. I'm testing the event-driven communication (e.g., triggering a sound when an object is interacted with) and making sure player interactions with the world feel responsive.
UI & HUD (With Dynamic Crosshair): While minimal, I am testing the foundational elements of the head-up display, including a modular HUD system and a Dynamic Crosshair that responds to game state.
Gameplay Systems (Inventory, Questing): Preliminary tests on how items are picked up and stored (Inventory) and how game objectives are tracked (Questing), ensuring these systems can communicate via the Event module.
What I Am Testing (Right Now)
While the base layout for this environment is visually established—as seen above—the real work is happening in the logic driving it. The immediate focus of my testing is:
AI Detection Integration: I am focused on implementing the initial Detection logic. This involves making sure the AI can properly "see" and "hear" the player within the test environment, triggering specific reaction states.
Basic Interaction Loop: Polishing the flow of picking up items and adding them to the Inventory. This requires tight synchronization between the Interaction, Inventory, and UI modules.
Event Stability: Monitoring the Event System to confirm that high-frequency events (like detection checks or physics updates) are handled efficiently without causing performance spikes.
I’m pleased with the stability of these core systems so far. My next immediate goal is refining the AI to introduce simple patrolling and investigation behaviors.
Thanks for following the journey!
